Super Rare Games would have to work one hell of a magic trick to make this happen, as I doubt Capcom is going to offer this up without issue. Even if Super Rare Games did make it happen, the run would be extremely limited. I would love to see it happen and I'll keep all fingers/toes crossed, but I'm not feeling to positive about this one.

Platinum's Hideki Kamiya has taken a moment to pull back on his snarky Twitter persona to share some deep insight into the creation of Resident Evil 2, the first game he was a director on. As you can imagine, development of the game was quite turbulent, and many hardships popped up along the way. Check out what Kamiya had to say about the process below.

RE2 was the first game I got to direct, so it holds a special place in my memories. I was only 25 at the time and had very little experience, so I was so preoccupied with being a director I didn't really get to enjoy the job. I also made many wrong decisions, and I'm sure you all know we even had to start from scratch at one point (the canned version later became known as Resident Evil 1.5).

Fortunately, Mikami and the scenario writer Noboru Sugimura, as well as many other staff members, came to my rescue, so we were able to wrap up the project safely before unleashing it on the world. Sugimura was old enough to be my dad, and when he looked at RE 1.5 in the early stages of development, he was the one who advised me to start over, and he gave us all the courage to actually do so.

After that, he and I were pretty much cooped up in a meeting room for several weeks straight, yelling at each other from time to time (all the time?), and going out for drinks after work (and yelling some more) before finally wrapping up the script. I had no sense or knowledge of script writing whatsoever, so I just used my youthful vigor to push through, and Sugimura was never afraid to come at me head-first, which was a huge help. I learned a great many things from him, and I would go on to utilize his teachings when writing the scripts for DMC, Viewtiful Joe, and Okami as well.

Unfortunately, Sugimura passed away just as I was working on Okami. To this day, I still wonder what he would've told me if he'd had a chance to play that game.

I have so many memories about RE2... It also marked the first time at Capcom for recording English VO overseas, so we were figuring stuff out as we went along. It was my first time going abroad for work. I vividly remember on the first day we arrived at the studio in Canada, our interpreter suddenly said "I've got a stomachache so I'm going back to the hotel," so I basically had to direct the voice recording session with gestures and broken English...

During the session, I added Claire's line "Chris, I have to find you" without getting Sugimura's approval, and since he was already writing the story for Code: Veronica, he yelled at me because he had to change the script just because of that line. Then there's the revelation that Kamiya forced the game to come on two discs because he introduced the zapping system, which let you play each of the two playable characters in two different scenarios, thus showing events from the other character's perspective.

Because I was so young, I wasn't afraid to do anything, so I set some big goals for myself, recklessly introducing the "zapping system," which suddenly forced us to put the game on two discs instead of one in the final stage of development.

To escape from the stress of work, I started drinking brandy on the rocks every night, arriving at the office with a hangover the next day, and sleeping in an empty meeting room during lunch break. Ah, how young I was! All of these memories are irreplaceable treasures to me. There is no greater honor for me than seeing how much all of you still love RE2 to this day. I'll keep working hard so I can bring you many more games of the same caliber!

I remember the day I was chosen to be the director of RE2 very well. Not too long after development on RE1 finished, Mikami called me into a meeting room and asked me if I was interested in being the director for RE2. I still don't know why Mikami chose me of all people, but I do remember that, shortly after I entered the company, he invited me out for some drinks and told me this: "You're the dark horse of the new recruits. You're either going to fail spectacularly, or you're going to be a huge success."

After that, I worked under Mikami for quite a while, and I must've caused him many a headache with my sassy attitude, but I'd like to think I met his expectations at least a little.

Earlier yesterday, we shared the first-week sales of the Resident Evil Revelations Collection in Japan. Wondering how it did compared to other versions? Here's the breakdown for first-week sales across various platforms.

Many moons ago, Epoch released the first Mario Crystal Maze tabletop game where players manipulated a joystick to move a playfield so that a metal ball was moved from the starting line to the goal. Epoch is at it again but this time, they've miniaturized the maze games into tiny contraptions where the aim is the same - move a ball from start to finish within the confines of a plastic maze. Six styles are included in this set and NCS will gather them all up for the sake of completion.

Talk about a unique bit of info. According to Capcom director Koji Oda, Resident Evil was originally in the works for the SNES. Oda let the info loose during a Game Informer interview.

“Typically, games would take half a year and no longer than a year to develop, so I feel like I was able to take part in a lot of different projects. It’s not that well known, but before Resident Evil went to the PlayStation, I was working on it for the Super NES.

This was back before the name Resident Evil had even been assigned to it. The codename for this was literally just ‘horror game.’ On the SNES, we were working with limited hard drive space, so it’s not like we could dump a movie in there. If we had actually completed it on the SNES, I’m sure it would have been considerably different. For example, it was originally set in a place that had nothing to do with reality – more of a hellish place.”

What I wouldn't give to see some prototype footage of that one! You have to wonder if any bit of it is still floating around inside Capcom's offices.

The following info comes from a Famitsu interview with Capcom's Ryota Niitsuma, as translated by NintendoEverything...

- Capcom planned to make amiibo for Resident Evil Revelations
- work progressed until the phase where they made the 3D models and could pose them
- characters considered were HUNK and Lady HUNK
- “various circumstances” caused Capcom to pull the plug
- Resident Evil Revelations director Koushi Nakanishi did indicate that he still has some interest in making the amiibo
- in the retail versions of Revelations 1 & 2, any amiibo can be scanned
- if you use amiibo that are Capcom characters, you can get something slightly better